Adding Pipeline statistics queries
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@@ -89,7 +89,7 @@ struct TextureData
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SamplerState sampler;
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};
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layout(set=2)
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ParameterBlock<TextureData> pTextures;
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ParameterBlock<TextureData> pSkyboxTextures;
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static const float lowerLimit = 0.0;
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static const float upperLimit = 0.1;
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@@ -97,8 +97,8 @@ static const float upperLimit = 0.1;
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float4 fragmentMain(
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VertexShaderOutput output) : SV_Target
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{
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float4 texture1 = pTextures.cubeMap.Sample(pTextures.sampler, output.texCoords);
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float4 texture2 = pTextures.cubeMap2.Sample(pTextures.sampler, output.texCoords);
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float4 texture1 = pSkyboxTextures.cubeMap.Sample(pSkyboxTextures.sampler, output.texCoords);
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float4 texture2 = pSkyboxTextures.cubeMap2.Sample(pSkyboxTextures.sampler, output.texCoords);
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float4 finalColor = lerp(texture1, texture2, pSkyboxData.fogBlend.w);
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float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
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